Star Wars: Episode I Battle for Naboo Walkthrough :

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Walkthrough - Gold Medal Guide

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Star Wars Episode 1: Battle for Naboo Gold Medal Strategy Guide
By: Greg Stecker (Steckman17@aol.com)
Date: 7/23-8/1/01
From the creator of the Star Wars Rogue Squadron Gold Medal Guide (me) comes the Star Wars
Episode 1: Battle for Naboo Gold Medal Strategy Guide (from now on, I’ll call it BFN). BFN
is a fun game, but can get frustrating. I will try and make this as simple as I can for my
readers to follow and use. These are the strategies I used to get all 18 gold medals in
BFN, and they should help you too, plus a few helpful tips to enhance your chances.
Table of Contents
(1) Bonuses
(2) Ships and Tactics
(3) Strategies
(4) Platinums
(5) Acknowledgements
(6) Contacting Me
(7) Legal Info
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Bonuses
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Once again, bonuses play a key role in this quest. I can’t stress that enough. Having the
bonuses can cut down your time tremendously, and keep you alive. Keep in mind you must
beat the level to get the bonus. Here are the bonus locations:
Advanced Shields
-Truly important to your quest is this upgrade, and even just to beat the game. It comes
on the first level, Escape from Theed. After rescuing Captain Kael for the first time,
follow him until he starts get bombarded by more Droidekas. It will be down a straightaway
that you intersect into. Kael goes left. If you want the bonus, take a right, destroy the
AAT guarding the way, enter the small room, and pick up the bonus.
Advanced Bombs
-These aren’t very important, but they do give the Naboo Bomber more of a punch; same goes
for the Gunboat. These are found in Glacial Grave. When you and your wingmen are about to
go into the last section of the level, you need to take a detour. When you reach the dome
building on the bank of the river that is surrounded by three turrets and two gunboats,
turn around and enter the passage of the canyon on the left. Eventually you’ll come upon
two laser turrets. Go between where they lie, where you’ll see another dome building.
Destroy the turrets, then the building, and grab the bonus.
Rapid-fire Blasters
-You get these in the Sanctuary. When you near the end of the level, there is a small dip
in the top of the canyon on the right opposite the entrance to the sanctuary. The passage
will be green. Enter, follow the passage, and emerge into a field where there is a
mountain in the center. On the far side of this clearing is our bonus, bouncing at the end
of one of the runways.
Advanced Blasters
-Another insanely important upgrade in your quest. Pick these up on Liberation of Camp 4.
When you are at the end of the level (right after you go down the big slope), enter the
prison on the left (the one which has the generators for the exit). Go up to the generator
and destroy it. On the level with the generator, there is another slope behind it, by the
canyon wall. Go up it, and go to the left. Go into the passage, and follow it to the
bonus. Just backtrack to get down.
Advanced Missiles
-These are quite important to get, and pretty simple. On Smuggler Alliance, protect the
guy’s house at the beginning, and you’ll see him get into his speeder. Destroy the two
droids which will come down to bother him, and then just follow him to the bonus.
Homing Torpedoes
-These are actually the least important of all upgrades for gold, but insanely useful for
silver. You get them on Borvo the Hutt. When Kohl leaves after showing you the way to
Borvo, Go to the right of the entrance, over a small stretch of land. You will see two
water-mounted turrets. Destroy them, turn left, and go straight. You will see some islands
come into view. You only care about the first one on the right. Approach it from where you
are coming in, fly into the pen, grab the bonus, and get out through the fence’s opening.
Otherwise, you’ll take damage.
Seeker Cluster Torpedoes
-By far the most important upgrade you will find, and you need to get a silver on the
first 16 missions to get them. They are located on Coruscant Encounter. From where you
start, dive down, take a left and then another left around the column, and enter the
opening. The bonus is in an alcove on the upper left when you come in.
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(2) Ships and Tactics
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There are, in total, seven different ships in Battle for Naboo which you will have to
become good with to beat the levels. However, for Golds, you will rarely use the Police
Cruiser or the Naboo Bomber, at least not with my strategies, and the Heavy STAP and Flash
Speeder will be used sparingly. I will divide this section into different ships which you
will use, and then how to take out each enemy. Here are the different kinds of enemies you
will face often:
Droid Starfighters/Bombers
-These will pop up on just about every level. They are not very difficult to shoot down,
and have rather large bodies which move slow.
Battle Droids
-Also known as “accuracy killers”, these guys will totally destroy your accuracy if you
don’t know how to get them. See the “Miscellaneous Tactics” below for tips.
Destroyer Droids (Droidekas)
-Small droids with built-in shield generators. Very dangerous, unless they’re rolling...
STAPs
-Even more annoying than battle droids, these actually move, juke, and destroy things. And
running into them does hurt you. See “Miscellaneous Tactics” below.
Turrets and Missile Launchers
-Stationary targets, but very deadly. These guys will pretty much always be a nuisance to
you, not the mission. They are also stronger than the ones in Rogue Squadron.
Mines
-Very weak stationary targets, but if you get too close, you will pay dearly. Take special
care against these.
AAT Battle Tanks
-These are the strongest enemies you will face regularly. They are slow-moving, and always
seem to be facing in your direction.
MMTs (Battle Droid Transports)
-Stronger than the AAT, but only found on two levels.
Trade Federation Gunboats
-About as strong as AATs, depending on what ship you use to blast them. They have varying
speeds depending on the level, and will not use their projectiles on you.
Shield Generator
-Weak, unarmed, white cylinders. Used on some levels to generate shields.
Well, those are the major ones, and I will show you how to take them out when you come
across them below. Note that I will base these on my strategies:
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Ground vehicles
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Flash Speeder: A fast, agile speeder. It is fairly strong, and pretty well armed,
sporting a quick-firing blaster, and a stock of 6 missiles.
Droid Fighters/Bombers
-Will not see
Battle Droids
-Use the auto-aim tip below.
Destroyer Droids
-Will not see
STAPs
-Use the auto-aim tip below.
Turrets
-Will not see
Missile Launchers
-Will not see
Mines
-Will not see
AATs
-If they are straight ahead of you, fire two missiles at them quickly and also fire your
blaster. If behind, use solely your blaster, unless near the end of the level.
MMTs
-Will not see
Trade Federation Gunboats
-Will not see
Shield Generator
-Will not see
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Heavy STAP: About as strong as the Flash Speeder. Carries two extra missiles. Better
maneuverability.
Droid Fighters/ Bombers
-Will not see
Battle Droids
-Will not see
Destroyer Droids
-Will not see
STAPs
-Use the auto-aim tip below.
Turrets
-Will not see
Missile Launchers
-Will not see
Mines
-Will not see
AATs
-If they are straight ahead of you, fire two missiles at them quickly and also fire your
blaster. If behind, use solely your blaster, unless near the end of the level.
MMTs
-Will not see
Trade Federation Gunboats
-Will not see
Shield Generator
-Will not see
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Gian Speeder: Here it is, your best friend on the ground. This will usually be the
recommended ship. It sports twin blaster cannons and as a secondary weapon, a heavy laser
cannon capable of being charged up to pack a powerful punch.
Droid Fighters/Bombers
-Simply aim up near them, and the lasers will automatically lock onto the fighter and
shoot it. Use your primary blasters.
Battle Droids
-Use the auto-aim tip below.
Destroyer Droids
-Never let up on them. Fire with both your primary and secondary lasers. They are
vulnerable when they go into a roll, for their shield goes down. Try and nail them when
the begin or end their roll.
STAPs
-Use the auto-aim tip below.
Turrets
-You will only see two types of turrets. Those on Search for Captain Kael, and those on
Liberation of Camp 4. Just stand still and fire away at them with both blasters, if
desired. Your primary ones or a nice charged up blaster will do just fine.
Missile Launchers
-Thank the good Lord you don’t have to mess with any of these in a ground vehicle. You
will not see any of these.
Mines
-Will not see
AATs
-One well-placed charged-up laser will spell the end for these bad boys. Know where they
are, and ready your blaster accordingly.
MMTs
-Will not see
Trade Federation Gunboats
-Will not see
Shield Generator
-One or two shots from your twin blasters will take care of these monstrosities.
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Air Vehicles
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Naboo Starfighter: I will not even discuss the Police Cruiser and Naboo Bomber, as they
are useless when you can use a Naboo Starfighter to get things done otherwise. It’s got
great laser cannons and a stock of 10 cluster torpedoes. This is why the air missions make
the easiest golds.
Droid Fighters/Bombers
-Get behind these and let loose. 2-4 shots should be enough. Head-to-heads work nicely
too, but your craft likes the former method. If you see more than one close together,
launch a cluster. Try and avoid firing at one from the side. It is bad for your accuracy.
Battle Droids
-See the auto-aim tip below.
Destroyer Droids
-Will not see
STAPs
-See the auto-aim tip below. Also note that your torpedoes can lock onto these.
Turrets
-Simply target them and fire 4-6 shots at them. The turrets on Battle for Naboo aren’t
worth fighting.
Missile Launchers
-Use the same tactic used on these as in Rogue Squadron. Fire at the launch tubes to
destroy any missiles and also to get in a few shots. These take 8-10 shots each.
Mines
-Stay back and fire at them. Sometimes, it will cause a chain reaction, but not always.
Your wingmen will usually deal with these. Beware Space Mines, for they are equipped with
lasers.
AATs
-You will usually see a flock of these from the air. Launch one cluster, and then after
they connect, launch another. If you see less than 3, take them out with blasters. Use the
auto-aim tip below.
MMTs
-Just unload into them with your blasters, and launch a cluster into them. They can’t fire
behind them, so you should be safe back there. Watch out for the turrets covering them on
the Queen’s Gambit.
Trade Federation Gunboats
-Use the auto-aim tip below. Also, try and be close when you engage them.
Shield Generator
-Just get a clear shot and fire 3 shots.
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Water Vehicles
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Trade Federation Gunboat: Ugh, I hate this ship. It’s only used on three levels, and two
of those it’s completely worthless. The projectiles are difficult to use and the blasters
can get wild at times. It is well-armored, though, and can turn on a dime.
Droid Fighters/ Bombers
-These can be handled in much the same way as you would with the Gian Speeder. Aim up and
fire. But really, you only see these on the Andrevea River, and it’s a waste of time to
destroy them.
Battle Droids
-Will not see
Destroyer Droids
-Will not see
STAPs
-Will not see
Turrets
-These turrets that you will see take 4 shots. The auto-aim tip will work well here in
destroying them. Try to minimize the amount of shots you take from these, though.
Projectiles can be shot over mounds of earth to hit turrets.
Missile Launchers
-You will see these, but they will not target you. Simply place 4 shots into them to
destroy them.
Mines
-Know where these are. It takes two hits to take them out, or one projectile, but you’d do
better if you saved your projectiles for the turrets. They won’t fire on you, but they
will come near you if you get too close. They will also come out the back of gunboats.
AATs
-You will see these in the first part of the Sanctuary, but if you try to take them out
with the gunboat, you will almost assuredly lose a transport. Don’t bother with them.
MMTs
-Will not see
Trade Federation Gunboats
-These are very difficult to destroy in the gunboat, but projectiles and some well-placed
laser shots will help tremendously. Watch out for the mines they deploy.
Shield Generator
-Use a projectile on these. It saves time and health.
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Miscellaneous Tips
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Auto-aim
-You’ve been hearing a lot about it above, now I’ll tell you what it is. Unlike in Rogue
Squadron, the game will sort of help your shots find their targets. This works mainly on
ground based targets, such as battle droids, STAPs, turrets, and the like. What you do is
move your ship around until you’re facing one of these ground targets. Get the targeting
reticule as close to the target as you can, and then release the control stick. The shots
will actually be shot at an angle to hit a target. The farther you are, the better. This
is especially useful when you have to mow down all those battle droids on Trade Federation
Secrets.
Gunboats and AATs
-The auto-aim works on these vehicles, as well, but is only effective up close. If you
shoot from far away, the shots will fire into the ground or water just underneath the near
side of the vehicle 99% of the time, killing your accuracy. Try and get close to the
vehicle; the closer the better.
Cluster Torpedoes and Clusters of Enemies
-You fire 6 torpedoes with each cluster torpedo. This means you can get a maximum of six
enemies per cluster. Therefore, you do not want to waste a cluster on one enemy. Try and
use them on flights of droid starfighters, or on difficult to hit targets such as STAPs.
As long as there are more than one enemy in your view, the cluster should go after
multiple targets.
Clusters and Proximity
-If you’re too far away from a target, the clusters will do nothing, just disperse, fly
into a canyon wall, and screw you over. Try and get as close as possible to an enemy,
while also having multiple enemies in your field of vision. Beware though, if you’re too
close to an enemy, the torps will all go for that one. Be about 50-200 yards away before
firing.
Enemy Safety Zones
-All enemies except turrets and missile launchers have a safety zone for you to get into.
If you’re behind, to the side or, or above and behind or to the side of an enemy, it can’t
hit you. Remember this, it WILL save your life, and you can’t spare any in this game, save
for two levels.
Accuracy Increasers
-Yes, the only friends you have to up your accuracy are back, and easier to spot than
before. Indestructible buildings, landing pads, fences, and other structures such as this
are all accuracy increasers. Actually, anything that does more than spark when you hit it
is an accuracy increaser.
Pace Yourself
-For some of these missions, you have quite a generous amount of time. Use it. You don’t
get any candy for finishing in half the required time. You need that time to rack up some
of the insane kill counts and keep yourself alive.
Hard Turns
-Here’s a little time saver. Use the hard turn button (R) to turn quicker. It really does
come in handy.
Challenge the Inevitable
-When you’re in the flashing red zone, don’t fret. I had to get a few of my golds while I
was flashing red. If you constantly juke and jink and make sharp turns every few seconds,
you will be able to live through this frightening time. And just look toward the goal. If
you panic and run, it may cost you your life as well as the gold. This is prevalent in the
Andrevea River and The Queen’s Gambit golds, as well as a few others.
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(3) The Strategies
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Escape from Theed
Gold Requirements:
Time 2:15
Enemies 41
Accuracy 63%
Saves 7
Bonus Yes
Lives 3
Recommended Ship: Gian Speeder
Intro
-On this mission, the time limit seems a bit tight. Don’t sweat it, though, as this is
really a pretty easy gold to get. You want the Gian Speeder for this mission because of
that Heavy Laser (the reason it is the ship of choice for almost every ground-based
mission). You will need to be quick and accurate when going for this gold.
Walkthrough
-When you start, you will be facing three battle droids, and one says, “You are under
arrest.” Right. Don’t even bother firing here. Just plow through these nitwits. Don’t move
the joystick at all. When you start, you are at the perfect angle to take them all out.
Around the corner, you will see two droids against a wall. Pick them off. Keep on going,
plowing through droids, until you come upon Kael’s position. Immediately take out the
destroyer droid rolling on the far sight of the plaza with your heavy laser. Turn, take
out the one attacking Kael, then the other one in the area, all with the Heavy Laser. When
these three are gone, another will roll out of it’s cage and start firing on Kael. Take
him out as quick as possible.
When that’s all done, exit the plaza, while charging up your laser. In the next area,
there will be two droidekas. Unleash your charged-up laser on the one that rolls in front
of you, then speed past the other one. Plow the droids past the archway, then take out the
three battle droids near the bushes. Take care not to hit the bushes though, there are
civilians there, and all of them must live for the gold. Turn left at the bushes, take out
the droideka, then charge up your laser again, turn right at the corner, and unleash it on
the AAT under the archway. Go past it and pick up the bonus. Get back to Kael as soon as
possible, and take out his newfound friends. Proceed ahead, taking out the three droids to
the right of your next turn.
This is very important right here! You will get an extra four kills and save TONS of
health! Do not go all the way around the corner. There is an archway just before the turn
with three battle droids in it. Go in here, plow the droids, and then the other two behind
them, and emerge on the other side. If you didn’t go through here, you’d come face to face
with a lone AAT, which is not what you would want. Proceed past the turn, nailing the
droids far away down the street, turn to your right, nailing these two with your twin
blasters, and then go forward. Now you will come upon two more groups of battle droids.
One of four, and one of five. Simply plow through them.
When you get to the end, mop up the droid on the right, then the one in the center which
starts rolling, and then the one on the left. Look under the arch and, with one charged-up
laser blast, destroy the AAT trying to enter under the archway. Let Kael talk, and the
level is over.
Tips
-When you can, plow through battle droids. It takes off no health and helps your accuracy
rating.
-Take special care to avoid the lone AAT mentioned above. Doing so will help you out with
the time, enemies, accuracy, and lives remaining requirements.
-Sorry, no accuracy increasers on this level. Not that you’d have any time or need for
them, anyways.
Nemoidian Plunder
Gold Requirements:
Time 5:00
Enemies 32
Accuracy 48%
Saves 46
Bonus No
Lives 3
Recommended Ship: Heavy STAP
Intro
-So, you’ve gone through this level a million times, and still can’t get that time limit.
Well, I’ll fix that. This gold is so unbelievable easy, that is if you do two things: (1)
use the auto-aim like an expert, and (2) use the huge time saving trick I will tell you
below.
Walkthrough
-When you start, follow the two STAPs into the valley and destroy them, then take out the
other two that come in. Go over the hill to the left of where you came in, toward the
three red dots on your radar, and take them out. Nail the STAPs firing on the houses and
any others that you see, and get the one off Kael’s tail. Let him go ahead of you around
the turn. Three STAPs will bust out after him. Take them out. Around the next turn, the
same will happen. Take them out again. When you are away from the villages, just before
the cutscene breaks in, go over the hill to your left which leads to the next objective.
After the cutscene, take out the three STAPs shooting the houses, and then go around,
pegging other STAPs that you see.
When the cutscene breaks in, Kael tells you to follow him. Here’s the big time-saver. From
where you saved the houses, head toward the river, and turn right. This will bring you
toward the bridge. When Kael says, “Keep your eyes open and your head up, Lieutenant.
Watch my back and provide cover.” Immediately engage the AAT by launching two missiles and
a flurry of laser blasts, and then go onto the bridge. Shoot the floor of the bridge a few
times to up your accuracy. Pick off the two battle droids across the bridge, and then
demolish the AAT just beyond them. Take out the AAT near the hangar if you wish, and then
enter.
Hop into the cockpit of your Naboo Starfighter, and turn right upon exiting. In the
distance, on a hill, you will see two STAPs. When close enough, launch a cluster to
destroy them. A little farther away to the right and closer to the swamp, there are two
more. Launch a cluster at these as well. Now, fly into the swamp to complete the mission.
Tips
-Auto-aim plays a huge role here. It will allow you to take out droids quicker and more
accurately, and will net you a few extra friendlies.
-Use the time saver; without it, this gold is much more difficult.
-Use the bridge as an accuracy increaser. When you get on it, simply look down and fire
away.
Naboo Bayou
Gold Requirements:
Time 4:15
Enemies 19
Accuracy 30%
Saves 7
Bonus No
Lives 3
Recommended Ship: Naboo Starfighter
Intro
-This gold is perhaps the easiest in the game. It basically consists of destroying all the
enemies in the level in 4:15, which makes me want to laugh hysterically itself. Once you
take out the gunboats, you can put away your lasers and arm your clusters, and then it’s
all downhill from there.
Walkthrough
-You start out in an inlet with three gunboats attacking yachts. Take them out, in any
order, making sure your close enough to where your shots hit their hull and not the water.
Once they’re gone, two droid fighters will come in from a canyon on the right. Wait till
they’re both out, get behind the second one, and launch a cluster. Leave the inlet and
follow the stream. Go straight until you see a group of 4 fighters. Launch a cluster to
dispose of them. Fly around until Kael moves on, hanging behind him to take out the two
droid fighters that come from the right at the turn. Take them out with a cluster, and
then the other two that come on this straightaway. From here, go save Dellis, and the
mission ends.
Tips
-Only use lasers on the gunboats. The droid fighters are harder to hit with them, and
clusters will really help your accuracy.
-If you want the Platinum, do everything I told you to do above, except faster, and get
two extra kills. The other two are: (1) another gunboat in a small inlet near Dellis, and
(2) when the second wave of droid fighters comes to attack Kael, the back one actually
shoots down the front one. If you get this kill, that makes 21.
Smuggler Alliance
Gold Requirements:
Time 6:30
Enemies 31
Accuracy 37%
Saves 7
Bonus Yes
Lives 3
Recommended Ship: Flash Speeder
Intro
-Yes, that’s right folks, you’re gonna be using the Flash Speeder to get this gold. The
Gian Speeder is a bulky ship and hard to maneuver, and you’re going to need a lot of
maneuvering to get this gold. Also, every time you miss with the Gian, that’s double the
accuracy points lost as opposed to the Flash Speeder, since it has dual-linked lasers. Let
me get one thing out of the way. I hate this level! This was my last gold before the Dark
Side, and it is a wicked gold at that. Those STAPs will rip you apart and bring your
shields down to a color as red as Darth Maul’s lightsaber in a hurry. Survival is the key
here.
Walkthrough
-When you start, take out the battle droids as fast as you can. While the grateful
civilian is getting in his speeder, take out the two STAPs coming down the hill behind the
house. Nail them from the side; if you come head on, you will most certainly lose health.
Once they’re gone, leave the civilian behind and go over to where you get the bonus. He’ll
catch up. When you get there, unload your blasters into the fence around the shed. When he
comes, get in there, grab the bonus, and head toward the cone on your radar.
This part is very important to your gold. You will rack up most of your kills here. Go up
over the hill, and then cut the corner by going over another hill to avoid the STAPs. When
they’ve all passed, come in behind them and take them out. Follow them, pegging as many as
you can from behind, and then you will get involved in quite a skirmish around one of the
civilian’s houses. Take down as many as you can, and then after they’re all gone, head
toward where you meet up with Borvo’s ship.
Take out the tank firing at him. For the remainder of the level, you’re going to want to
stick to the edges and hillsides, avoiding the main road at all costs. You’ve probably
racked up enough STAPs, and so you can let them all go by. From the first tank, turn
right, and take out the next two. On the bridge, things get sticky. There’s nowhere to
hide from the onrush of STAPs, so you’re going to need to juke and jink from side to side
using the hard turn button, all while firing at the STAPs. After the bridge, you will see
two more AATs. Suppress the urge to go after the stationary one. The one that is moving
into position will hurt you badly. Instead, go to the right edge, and wait until it begins
to turn into its station. Take it out and the one just beyond it. Go around the turn, and
stay near the canyon wall. Try to dodge the oncoming AAT’s shots, and then, when it’s in
place, take it out and the one next to it. Continue ahead, on the edge. When you see a
bridge in the distance, go to the canyon wall. Hug it around the corner, and you’ll see an
AAT coming in. Get behind it and follow it to its stop, blowing it away before it gets
there. Nail the one next to the bridge and continue onward. The final AAT will be on the
bridge. Simple get on the bridge, brake, target the tank, and let loose with lasers. When
it’s destroyed, aim down, begin firing at the bridge, and speed on ahead until the
cutscene kicks in.
Tips
-There are 10 AATs. That means you will need to net 21 STAP kills for the gold. You can
rack up 8 of these at the beginning, and many more when trying to defend the other
civilians, the ones Kael tells you not to protect. If you do not feel you got enough kills
in these first two combined, you can go for a couple of STAP kills when you think it’s
safe and easy.
-The fence surrounding the bonus makes for a very good accuracy increaser, as does the
bridge at the end of the level.
-Stay off the dirt path when protecting Borvo. I can’t stress that enough. There will be
about 50-60 STAPs roaming this road, trying to destroy you. The farther from the road, the
better.
The Hutt’s Retreat
Gold Requirements:
Time 5:45
Enemies 28
Accuracy 40%
Saves 14
Bonus No
Lives 3
Recommended Ship: Flash Speeder
Intro
-After that last gold, things start to lighten up on the next few levels. The time limit
in this stage is quite bloated, and the enemies requirement gives you a nice comfort zone.
One thing about this level is that your wingmen’s kills don’t add to your kill count,
making every kill count. Don’t let that little bit of info bother you, I can easily get 35
kills every time I play.
Walkthrough
-Start on the ground in your Flash Speeder, and even before you gain control of your ship,
start firing. Try and mow down all the STAPs ahead of you. Around the corner, Kael says
you can get in a fighter if you wish. Thanks, Kael. Hop into the cockpit of your Naboo
Starfighter, and immediately try and nail some of the STAPs below. Around the next turn,
you will come upon some droid fighters. I wouldn’t worry about these guys. Kill them if
you wish, but they’re not necessary. I would anyway, though. Take out the mines, and then
turn and knock out the wimpy little turret.
Up over the hill you go, and you come in to a nest of four droid fighters. Go straight
through the canyon, trying to take out the fighter coming at you. Use lasers. When it’s
down or passed you, wait until the other three are in your line of sight and launch a
cluster at them. Turn right and take out a few mines. Once they start firing at you, turn
and knock out that droid that got by you. Then go back and take out the mines. Past them,
you will again come upon four droid fighters. When you see the first two, one will be
close and the other far away. Launch a cluster toward the midpoint of them and they’ll
both go down. Further into the canyon, you will see two more. Simply cluster them and
they’re gone.
Up over another hill you go, and see two blocks where turrets once stood. Continue
forward, and around the turn will be two AATs. Launch a cluster at them to destroy them,
and then go into the area just beyond them where Borvo’s ship lands and mop up the two in
here. Look toward the canyon opening and take out the two droid bombers as they come in.
After the cutscene, you will be in the base. First do a sweep of the turrets, taking them
out with lasers, and then Knock out the fighters with clusters and lasers, and finally the
AATs. Now, hop out of the cockpit of your Naboo Starfighter, and then hop back into the
cockpit of another Naboo Starfighter 20 feet away. Mission complete.
Tips
-You have 10 clusters and a lot of baddies in this level. Use your clusters on any AAT,
and also on any group of droid fighters that numbers more than one. Take down the turrets
and mines with lasers.
-All the easy targets such as turrets and mines cancel out the bad accuracy used on the
STAPs at the beginning. So, don’t be afraid to let lose.
Disruption of Comm 4
Gold Requirements:
Time 7:15
Enemies 30
Accuracy 65%
Saves 4
Bonus No
Lives 3
Recommended Ship: Naboo Starfighter (only choice)
Intro
-Whew, look at that, 30 kills! The Communications base will give you a max of 7 enemies,
and the satellites 3. That means you need twenty more kills with only a handful of
clusters. Fortunately, you’ll mainly be messing with mines, which makes this a breeze.
Just practice surviving.
Walkthrough
-I would immediately turn left at the beginning of the level, and head on over to the
first satellite. Take out as many mines as you can around it, using a cluster if you see a
lot in a small space, and then launch one cluster at the satellite and then destroy it
with lasers. Lather, rinse, repeat for the next two satellite areas. Remember, there will
be some droid fighters as well. Use a cluster on them two if they’re in a big group.
When the satellites are all gone, head back to the communications base, and there are two
ways to deal with this, depending upon how many kills you think you have gotten. If you
think you’ve gotten enough, approach it from the top and release all your clusters into
it. If you are skeptical, come in from an angle at the missile launchers and take out all
three on one side, and then do the same to the underside, using lasers for the launchers.
Then, just take aim at the fat part on top of the base, and unload all your clusters. Easy
as that.
Tips
-I would say mines take precedent over fighters. The mines shoot at you, and tractor to
you if you get too close. Besides, they’re easier targets, and the